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The Rise of "Good Enough": Why It Matters in 2024

Posted by Gemma Ellison
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August 16, 2025

The “Good Enough” Doctrine: A Post-Catastrophe Briefing

Good morning. We’re here today to discuss a crisis that, frankly, almost wiped out a significant portion of indie game development: the perfectionism pandemic. For years, we witnessed a devastating pattern: talented developers, brimming with innovative ideas, spiraling into endless feature creep, relentless polishing, and ultimately, burnout. Projects, once beacons of promise, became digital mausoleums of unfinished code. This “development catastrophe” was narrowly averted by the widespread adoption of the “Good Enough” Doctrine.

The Perfectionism Trap: A Post-Mortem

The symptoms were insidious. Developers, convinced their game had to be flawless before release, would add “just one more feature,” tweak “just one more animation,” or polish “just one more shader.” This led to an escalating cycle of over-scoping and under-shipping. The pursuit of an unattainable ideal became the enemy of completion. Time and resources evaporated, replaced by frustration and a growing pile of unreleased dreams.

Defining "Good Enough": A Strategic Rethink

So, what exactly is “Good Enough” in this context? It’s not about shoddy work or cutting corners. “Good Enough” means your game is functional, enjoyable, and most importantly, shippable. It’s a stable core experience, not a perfect one. It means embracing imperfection in your initial release, with the understanding that perfection is an ongoing process, not a pre-launch prerequisite.

MVP & Iterative Development: Our New Operational Procedure

To combat the perfectionism trap, we implemented a new operational procedure centered on Minimum Viable Product (MVP) and iterative development.

Step 1: Identify Your Core Loop

This is the absolute bedrock of your game. What is the fundamental, fun, repeatable action that defines your experience? Strip away everything else. For a platformer, it’s jumping and reaching the end. For a puzzle game, it’s solving the puzzle. This distillation is crucial for establishing a solid “Good Enough” foundation.

Step 2: Ruthless Feature Prioritization

Once your core loop is identified, prioritize features with surgical precision. What absolutely needs to be in your MVP for it to be a coherent, enjoyable experience? Anything else—new game modes, extra character skins, elaborate cutscenes—is deferred to post-launch updates. This brutal honesty about scope is often the hardest, yet most vital, step.

Step 3: Build, Test, Learn, Repeat

This is the iterative heartbeat of the “Good Enough” doctrine. Build your MVP. Test it thoroughly. Learn from those tests. Then, repeat the cycle, adding features incrementally and based on real-world feedback, not pre-conceived notions of perfection.

The Power of Early Feedback: Our Intelligence Gathering Protocol

A major psychological barrier for many developers was the fear of showing unfinished work. The perceived “ugliness” of an early build felt like a personal failure. However, our new intelligence gathering protocol—early feedback—proved critical.

Why is early, diverse feedback so crucial? Because it validates your “Good Enough” status. It tells you if your core loop is fun, if your mechanics make sense, and if your game has potential, before you’ve spent years polishing features no one wants.

How do we gather this intelligence effectively? Conduct regular playtests. Start with friends and family, then move to a wider circle of testers. Don’t explain everything; let them play and observe. Ask targeted questions about their experience, not just “Did you like it?” Focus on pain points and areas of confusion. This constructive criticism on imperfect builds is invaluable for guiding your iterative development.

Case Study: “Pixel Pirates” – From Sunken Ship to Successful Voyage

Consider the case of Alex, a solo developer who spent three years on “Galactic Guardians,” an ambitious space opera RPG. He envisioned a sprawling universe, intricate lore, and a combat system with a thousand permutations. The project spiraled. Features piled up. He felt immense pressure to deliver a “perfect” experience. After three years, “Galactic Guardians” was a technical marvel, but an unplayable mess, bogged down by its own complexity. Alex was burned out and ready to quit game development entirely.

Then, he discovered the “Good Enough” doctrine. He shelved “Galactic Guardians.” For his next project, “Pixel Pirates,” he set a strict MVP: a simple 2D pixel art pirate adventure with a core loop of sailing, discovering islands, and finding treasure. He ruthlessly prioritized. There were only two types of enemies, a single ship upgrade, and three basic treasure types. He embraced placeholder art and sound.

Crucially, he began playtesting within two months. His initial builds were rough, but the core loop was fun. Early feedback helped him refine the sailing mechanics and simplify the treasure system. He launched “Pixel Pirates” on a tight budget after just eight months of development. It wasn’t perfect. It had bugs. But it was fun and shippable.

Post-launch, Alex used community feedback to guide his updates. He added new islands, enemy types, and ship upgrades. The game grew organically, fueled by player desire. “Pixel Pirates” became a modest success, demonstrating that a “Good Enough” launch, followed by iterative improvement, is a far more viable path than chasing elusive perfection pre-release.

Overcoming Mental Blocks: The Psychological Front

Releasing something that isn’t “perfect” is a significant psychological hurdle. It feels like exposing your flaws. But remember, “Good Enough” is not about settling for mediocrity; it’s about strategic prioritization and effective deployment. It’s about getting your game into players’ hands, learning from them, and building something truly great over time.

Actionable Steps for Your Next Project: Our Future Directives

Moving forward, our directives for all indie developers are clear:

Step 1: Define Your Clear MVP

Before writing a single line of code, precisely define your Minimum Viable Product. What is the smallest, most essential version of your game that delivers on its core promise? Write it down. Stick to it.

Step 2: Schedule Regular, Early Playtesting

Integrate playtesting into your development schedule from day one. Don’t wait until your game looks polished. Get feedback on your core mechanics and user experience as early as possible.

To help you stay on track, meticulously documenting your progress, decisions, and playtest feedback is vital. A well-maintained game dev journal can be your most powerful tool in navigating the complexities of iterative development and embracing the “Good Enough” philosophy. Start tracking your game development progress with a dedicated game development log, and keep a consistent game dev journal to capture every insight and pivot. For practical tools and guidance on structuring your own game dev journal and staying consistent with your devlogs, explore our resources at your dev journal. This will be instrumental in avoiding the pitfalls of perfectionism and ensuring your next project reaches the finish line.